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Computational mechanisms for gaze direction in interactive visual environments
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Source Eye Tracking Research & Application archive
Proceedings of the 2006 symposium on Eye tracking research & applications table of contents
San Diego, California
SESSION: Visual attention & eye movement control table of contents
Pages: 27 - 32  
Year of Publication: 2006
ISBN:1-59593-305-0
Authors
Robert J. Peters  University of Southern California
Laurent Itti  University of Southern California
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 12,   Downloads (12 Months): 65,   Citation Count: 3
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ABSTRACT

Next-generation immersive virtual environments and video games will require virtual agents with human-like visual attention and gaze behaviors. A critical step is to devise efficient visual processing heuristics to select locations that would attract human gaze in complex dynamic environments. One promising approach to designing such heuristics draws on ideas from computational neuroscience. We compared several such heuristics with eye movement recordings from five observers playing video games, and found that heuristics which detect outliers from the global distribution of visual features were better predictors of human gaze than were purely local heuristics. Heuristics sensitive to dynamic events performed best overall. Further, heuristic prediction power differed more between games than between different human observers. Our findings suggest simple neurally-inspired algorithmic methods to predict where humans look while playing video games.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Robert J. Peters: colleagues
Laurent Itti: colleagues